public string SearchBasic(string objectName = null) { List <IItem> itemsInRoom = GetItems(); // FLOW:: // 1) If there are no items in the room, return default "no items to be found" string // 2) If the room has been searched, return the default "You see . . ." string appended to the list of the available items. // 3) If the room has NOT been searched, return the Room's "first-search-string" appended to the list of the available items. // 1 string searchResults = GameStrings.NoItemsInRoom; if (itemsInRoom.Count > 0) { var itemsStringList = InventoryService.ConvertItemsInListToString(itemsInRoom); // 2 if (HasBeenSearched == true) { searchResults = RoomDescriptions.DefaultSearchDescription; // TODO: implement items-to-list } // 3 else { HasBeenSearched = true; searchResults = FirstSearchDescription; // TODO: implement items-to-list } searchResults += itemsStringList; } if (monster != null) { if (monster.isDead()) { searchResults += $"\nThere is a dead {monster.name} here."; } else { searchResults += $"\nThere is a {monster.name} here."; } } // ArrayList<iItem> itemsInRoom = this.getItems(); // if (itemsInRoom.isEmpty()) // { // return "There are no items to be found here."; // } // if (!this.hasBeenSearched) // { // this.hasBeenSearched = true; // return Shared.appendDescriptionToItemsString( // this.firstSearchDescription, itemsInRoom); // } // return Shared.appendDescriptionToItemsString( // RoomDescriptions.defaultSearchDescription, itemsInRoom); return(searchResults); }
public string ShowInventory() { string inventory = "You have no items in your inventory."; if (_inventory == null) { // This is an error state, and a confusing one inventory = "Null inventory??"; } else if (_inventory.Count > 0) { inventory = "Player inventory:\n" + InventoryService.ConvertItemsInListToString(_inventory); //if (limitedInventory) //{ // inventory += "\nRemaining space: " + Double.toString(_remainingInventorySpace); //} } return(inventory); }